Gary Moulton, Microsoft
Gary Moulton is a Product Manager in Microsoft‘s Trustworthy Computing Group. He is one of Microsoft‘s corporate employees responsible for how the company‘s products, programs and services are used by individuals 50+.

He graduated in 1971 with an undergraduate degree in the liberal arts. He was subsequently trained as a psychologist and has obtained two doctorates—the one most relevant to his current position being in business management and administration. He worked as a clinician from 1975 – 1984 in San Jose, California and was also an associate professor of human growth and development during that same time period—at the undergraduate level at West Valley College in Saratoga, California and at the graduate level at the University of California-Santa Cruz. He was Apple Computer‘s manager of accessibility solutions from 1985 to 1995. He has been at Microsoft since the launch of Windows 95. At Microsoft he had been responsible for the company‘s assistive technology vendor program (Microsoft Assistive Technology Vendor Program – MATvp) until assuming his current role at the company following the completion of his work on Windows XP. He has represented Apple and Microsoft on numerous assistive technology advisory councils.

Gary‘s main current interests are in extending the breadth and depth of technology use among older adults and the use of Microsoft technology in product development work oriented to increasing productivity, independence and the mental/physical health of individuals 50+. He has also spent considerable time in his current role with Microsoft in coordinating the company‘s ageing-related efforts corporate wide and facilitating communication between the company and external entities working with ICT and older adults.

He has written a book for Microsoft Press on the use of assistive technology in accommodating the needs of individuals with disabilities in the workplace and has made numerous presentations on behalf of Apple and Microsoft in the areas of assistive technology and the use Microsoft products by older adults.

Ian Marshall, Business & Decision
Ian Marshall has 42 years experience in Business Operations and Technology including 34 years in the Financial Services sector and 8 in Central Government. During this period he has been a Partner in the European Financial Services Practice at Price Waterhouse in London and worked with a number of global financial institutions throughout Europe, USEand Asia Pacific region.
Later, he operated at a senior executive level within a number of leading financial organisations in the UK covering areas such as investment banking, corporate banking and insurance. In the last seven years his specialisation has been focused on providing mentoring and coaching services to senior executive teams as well as acting as coach/mentor to students as an Alumni of City University, London.

David Sharp, Binary Asylum
Dave Sharp is a veteran of the UK games industry. Over the past 25 years he has worked at the cutting edge of games development working on 90+ titles on more than 20 different hardware platforms. Alongside is current computer games development activity he is also very involved with the training and educational aspects of the industry – currently serving as an advisor to several universities and colleges on games development courses. Dave continues to be active within gaming through his production company Binary Asylum and has several games currently in development across the UK.

Alan Whitmore, e-Therapeutics PLC
Alan Whitmore is Director of Research at e-Therapeutics PLC. He is a clinician scientist trained at the Universities of London and Oxford. Alan has over 20 years experience in biomedical research and clinical practice (ophthalmology and general medicine) obtained in Cambridge, Oxford, London, Newcastle and the US. He was previously a Lecturer in Ophthalmic Pathology at the UCL Institute of Ophthalmology and Institute Medical Advisor. He currently holds an honorary academic post as a Senior Lecturer at the School of Pharmacy, University of London.
His work is known internationally and includes peer-reviewed publications in Science, JCB and other high impact journals. It has encompassed electrophysiology, biochemistry, neural development, cell biology, neurodegenerative processes, ocular drug delivery and the application of computational approaches to biomedical research.
When Professor Young established e-Therapeutics PLC to apply complex-systems approaches to the problem of drug discovery Alan’s broad experience of cell and neurobiological research, computing and clinical medicine made him a fit for the new organisation and he joined e-Therapeutics, first as a consultant and more recently as Director of Research.

Our digital evolution has reinterpreted – and to a large degree preempted – the traditional core of “reading, writing, and ‘rithmetic.” What then has replaced these core subjects? The SATE curriculum. Espoused originally by the Themed Entertainment Association, SATE has formed the backbone of the graduate curriculum in the Entertainment Technology Center of Carnegie Mellon University’s graduate degree program. It is an approach to learning that places traditional subject matter into both a concrete and virtual world view. This presentation will reveal how these four subjects are mutually inclusive, how they are taught, and what are the ways in which each is manifest in project work.

People create, share, and organize information in myriad ways and increasingly these activities, as well as much of our professional and personal life, involve computers. Yet for all their capacity and speed, using computers is often difﬁcult, awkward, and frustrating. Even after six decades of design evolution there is little of the naturalness, spontaneity, and context sensitivity that characterize other activities nor is there the spatial conviviality and ﬂexibility of working with tangible media. With computers, our speciﬁc needs must be anticipated in advance by programmers, and far too often we can look, but not touch, annotate, or personalize the information involved.

Even with the radical changes in information access enabled by the web and search engines, the legacy desktop interface metaphor, with its ﬁle and folder system, and the paradigm of speciﬁc-function applications, with its document-centric view of information, still remain. Typically each application provides only partial support for the real task it is being used to help accomplish. Completing a task can require reviewing multiple histories, consisting of disjoint collections of emails, instant messages, and papers, interleaved with examining spreadsheets, notes, websites, and other relevant documents. This requires jumping between applications to assemble the needed information. Users must not only decompose tasks into components appropriate for speciﬁc applications but also assemble the resulting fragments and maintain the overall context needed to complete the real task. Little of the history of computer-mediated activity is currently captured or made available. In addition, our activities are often interrupted, resulting in fragmentation and the need to reestablish their context when they are resumed. These are crucially important and systemic challenges of our times.

The intertwining of everyday life and computation also presents an unprecedented opportunity to capture data about human activity, extending it into situations that have typically not been accessible, and enabling examination of the detailed structure and dynamics of action captured in real-world settings. This ‘ubiquitous capture’ has fundamental implications for science and design. For science it provides an unprecedented opportunity to understand the dynamics and context of real-world human activity. For design it enables employing the history of past computer-mediated events in ways that engage visual and episodic memory to augment cognition, and radically improve how people work, communicate, and collaborate.
In this talk, I discuss the opportunities and challenges of history-enriched computing, describe our recent work on capturing and visualizing activity, linking paper and digital work materials, and speculate about an approach to help reinstate the context of interrupted activity.

Brief Bio

Dr. Hollan is Professor of Cognitive Science and Adjunct Professor of Computer Science and Engineering at UCSD. He co-directs the Distributed Cognition and Human Computer Interaction Lab and the Ubiquitous Computing and Social Dynamics Research Group. His research spans across distributed and embodied cognition, human-computer interaction, multiscale information visualization, computer-mediated communication, and software for visualization and interaction. Dr. Hollan was elected to the ACM CHI Academy, an honorary group of leaders in the ﬁeld of human-computer interaction, for multiple contributions that have shaped the ﬁeld. His previous positions include Professor and Chair of the Computer Science Department at the University of New Mexico, Director of Computer Graphics and Interactive Media Research Group at Bellcore, and Director of Human Interface Laboratory at the Microelectronics and Computer Technology Corporation.

Papers Now Online

Papers and poster abstracts from the conference are now available through the following pages: